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Infernal, Shadow Fiend

An insubstantial infernal that feeds off fears, doubts, and nightmares

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class18 (m)
Hit Dice6*, 8*, 10*, or 12*
Number Appearing1d4
Attacks1 touch or 1 magic throw
Damage1d6 touch, 2d6 magic throw
MovementFly 180'
Save AsThief: 14
Morale9
XP6 HD: 555; 8 HD: 945; 10 HD: 1,390; 12 HD: 1,975
Treasure TypeE

A Shadow Fiend is an insubstantial infernal that feeds off the fears, doubts, and nightmares of living creatures. When seen in well-lit areas it appears as a horned and winged humanoid figure whose lower body trails off into nothing. It lacks any facial features, and its body appears to be composed of dense smoke. It is subtle for an infernal, and can remain hidden among populations of humanoids or monsters for years without being detected. It prefers abandoned homes, old ruins, dark sewers, and tunnels as lairs. A shadow fiend grows stronger the more it feeds, as reflected in the variable HD amount above. When in darkness a shadow fiend is effectively invisible as per the spell. Regardless of whether it is in darkness or not, it moves in complete silence; only the stirring of the air is a hint as to a shadow fiend’s passage.

A shadow fiend that hits a living target with its touch attack deals the listed amount of damage and at the same time regenerates the shadow fiend. A shadow fiend has the power to move objects up to 10 pounds up to 50 feet away from itself via magic. It can move said objects about 5 feet a round, also using this ability to hurl small objects at enemies within 50 feet for 2d6 damage. It will typically use this power to open and close doors, knock over objects, or throw small objects about. The goal is to terrorize and demoralize creatures it is “haunting”, to induce fear and paranoia. In addition to this ability a shadow fiend can cast darkness and phantasmal force each once per day. However, a shadow fiend caught in areas of bright light (such as the area of a** light **spell or a torch) takes 1d6 points of damage per round as the light burns away its shadowy form.

Due to its insubstantial nature, a shadow fiend is immune to poison, acid, and cold. It only takes half damage from lightning or fire-based attacks. Magical weapons are required to hit a shadow fiend in combat.

Special Abilities

Invisible in Darkness: When in darkness a shadow fiend is effectively invisible as per the spell.
Silent Movement: Moves in complete silence; only the stirring of the air is a hint as to a shadow fiend’s passage.
Touch Regeneration: A shadow fiend that hits a living target with its touch attack deals the listed amount of damage and at the same time regenerates the shadow fiend.
Telekinesis: Has the power to move objects up to 10 pounds up to 50 feet away from itself via magic. It can move said objects about 5 feet a round, also using this ability to hurl small objects at enemies within 50 feet for 2d6 damage.
Spellcasting: Can cast darkness and phantasmal force each once per day.
Light Vulnerability: A shadow fiend caught in areas of bright light (such as the area of a** light **spell or a torch) takes 1d6 points of damage per round as the light burns away its shadowy form.
Resistances: Immune to poison, acid, and cold. Only takes half damage from lightning or fire-based attacks. Magical weapons are required to hit a shadow fiend in combat.